WoW Patch 3.1 PTR: Death Knight glyphs and undocumented changes

Everything in the official patch notes was covered by Daniel Whitcomb, so I won't be replicating his work here; go ahead and read that first.
Blood
I like the streamlining of Pestilence and Blood Boil (Pestilence no longer does damage, but Blood Boil now does more and does some when no diseases are present). The new Glyph of Pestilence makes Pestilence refresh your disease duration on your primary target as well, which is really convenient (no more tab-Pest necessary). I will miss the increased range, though.
I'm not really sure what to make of the changes to the damage from Blood Strike and Heart Strike. They both scale less from weapon damage, but get more of a flat boost, and the amount they gain from diseases is a percentage instead of a flat amount. I'll need to play with it on the PTR to see how it actually works out, unless some math wizards have done this already. (Commenters? Anyone?) At a guess, I'd say it makes diseaseless rotations less attractive.
As far as Blood Gorged now giving armor penetration instead of expertise, if it was any other DK spec, I'd cry foul, but Blood is the one spec for which ArPen isn't entirely wasted (since Blood does relatively more physical damage). I'm guessing this change is to make us hit the expertise soft cap less quickly, which is a good thing (since they keep throwing expertise gear at us).
Might of Mograine now ups the crit bonus of your various abilities by 10/20/30%, down from 15/30/45%. A straight nerf to an incredible talent.
Sudden Doom is the change that caught my eye when the devs pre-announced it a little while ago. Instead of making your next Death Coil free and auto-crit, it now simply fires off a free DC. It is now also three ranks for 5/10/15% chance, instead of five for 4/8/12/16/20%.
This is a mixed bag, but it's mostly good. Blood has big GCD problems, with our main strike being only one rune; not having to use a GCD on SD procs is great. We lose out on the gauranteed critness, and we lose 5% proc chance, but we gain two talent points. Overall I'd say it may be a slight DPS nerf, but a playability buff.
The Aura nerf angers me vastly, but that's not important. What is important is we now know exactly the effect of the new Blood Aura (renamed Improved Blood Presence): you keep the 4% healing from Blood Presence in all presences, and all healing done to you while in Blood Presence is increased by 10%.
The first part will be kind of nice for tanks, I guess, but really marginal overall. The second part has me scratching my head. It would be great for tanking if it worked in Frost Presence, and great for PvP if it worked in Unholy Presence. As is, I guess it helps the healers patch up the DPS a little, but Blood is already quite good at self-healing. A big thumbs down to Improved Blood Presence from me.
Bloody Strikes has been reworked; it now increases the damage of BS and HS by 15/30/45% and increases the damage of BB by 20/40/60%. I guess they've swapped out the increased damage from diseases to the spells themselves, and the switch from Pestilence to BB is of course a natural consequence of Pestilence no longer doing damage.
Finally, there's a new talent: Improved Death Strike, which increases the damage of your DS by 15/30%. I have no idea what this is for.
Frost
Howling Blast (which is trading places with Hungering Cold to move to the bottom of the tree) is getting its damage bonus for Frost-Fevered targets cut from double damage to 50% additional damage (although the official patch notes say 20%). It's still a great spell, but this nerf will hurt a lot of Frost specs.
Unbreakable Armor is getting changed to reduce physical damage from all attacks by an amount depending on your armor, and increase your strength by 25% for 20 seconds. Whether this is a buff or a nerf will depend on the scaling factor from armor, which I don't know.
Blood of the North (which was reduced to three ranks) will now affect Frost Strike as well as Blood Strike. This should help offset the decreased damage from HB.
Runic Power Mastery has moved up to tier 1 and is two points for the same benefit. This may make it attractive for Blood specs to pick up. Unholy specs should still skip it; we need the points for Blood and Unholy talents, and honestly, if you're Unholy and you can't manage to spend your RP, you need some more practice.
Unholy
My own DK is Unholy DPS specced, and I love it. So I'm glad to see they aren't completely eviscerating us in this patch.
Plague Strike is getting a big buff in damage, although the HoT removal is getting stripped. Still, it may no longer be a button we are quite so unhappy to push (although Glyph of Scourge Strike will still keep it relatively rare in Unholy rotations).
Raise Dead's cooldown was lowered from 5 to 3 minutes, but the little guy only lasts one minute. This doesn't affect Unholy players, of course, since we've got Master of Ghouls; it just serves to make it even less worthwhile to summon a ghoul when you're not Unholy. I don't understand why they would do that.
Scourge Strike was buffed; it now does 55% of weapon damage + 158.63, plus 9% per disease. Like Daniel, I have no idea why they buffed a strike that already hits like a truck, but I'm not complaining.
The new Unholy Aura (now Improved Unholy Presence) is completely worthless outside of PvP, where you will benefit from the 5/10% faster rune cooldown, and leveling, where you will enjoy the the 8/15% increased movement speed in Blood Presence. Like Improved Blood Presence, a big thumbs-down from me.
Anti-Magic Zone no longer costs a rune, which will make it even handier in a pinch for tanks. Not much to say about that; DK tanks live and die (well, hopefully live) by our defensive cooldowns, and making them more accessible is nice.
Daniel already covered Ghoul Frenzy (replaces Shadow of Death, Tier 6, 1 point talent - Grants your pet 25% haste for 15 sec and heals it for 30% of its health over the duration. 1 Unholy Rune. 45 Yard range. Channeled. 30 sec cooldown), but I just need to say that I will never use it as it currently is. No way am I taking 15 seconds channeling time to up my ghoul's DPS a tiny bit and heal it; I'll just use an instant cast to summon a new ghoul and go back to slamming the boss. Then again, I don't really use Shadow of Death as it is, so it's no great loss.
Glyphs
I covered some glyphs already, but I'll run through them here quickly.
- Glyph of Strangulate - Reduces the cooldown of your Strangulate by 60 sec. (Old: Inceases the range of your Strangulate by 20 yards.) The old glyph was overpowered in PvP. The new glyph is overpowered in PvP.
- Glyph of Icebound Fortitude - Your Icebound Fortitude now always grants at least 30% damage reduction, regardless of your defense skill. (Old: Your Icebound Fortitude costs no runic power) Another PvP-related glyph; tanks don't care.
- Glyph of Unbreakable Armor - Increases the amount of damage absorbed by Unbreakable Armor by 1%. (Old: Unbreakable Armor grants an additional 15% armor) 1%? One freaking percent? PASS.
- Glyph of Plague Strike - Your Plague Strike does 60% additional damage. (Old: 20% additional damage if a disease was on the target) This one, on the other hand...60% on top of PS's already buffed damage will be pretty strong. I may try to make room for this one.
- Glyph of Death Strike - Increases your Death Strike's damage by 2% for every 5 runic power you currently have. The runic power is not consumed by this effect. (Old: 2% regardless of runic power) I still don't understand the place of DS, really.
- Glyph of Hungering Cold (new) - Reduces the cost of Hungering Cold by 10 runic power. Eh. RP is cheap. This doesn't hurt; I jut hope it's a minor and not a major glyph.
- Glyph of Unholy Blight (new) - Increases the duration of Unholy Blight by 10 sec. This one, on the other hand, is delicious. Anything that makes me have to press buttons less often is aces to me.
- Glyph of Death Coil (new) - Reduces the cost of Death Coil by 8 runic power. 8? That's a weird number. Why not 10, like the Hungering Cold glyph? Blood is the class that uses DC the most, but this may not help them that much, because they have so much GCD trouble
- Glyph of Pestilence (new) - Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration. Yes! Yes yes yes. This is amazing. Of course, it means I will now find myself using Pestilence even on one target, if the Glyph of Scourge Strike fails to refresh diseases, which feels a bit weird. But I still love it.
- Glyph of Howling Blast (new) - Your Howling Blast ability now infects your targets with Frost Fever. Nice to see Frost get some auto-disease-refreshing ability.
And there you have it! My thoughts on what we know about the DK changes so far. Hold on to your blunt implements, folks; 3.1 is going to be a roller coaster of a development process. I just have that feeling.
Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.
Filed under: Patches, Analysis / Opinion, Death Knight
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Reader Comments (Page 3 of 3)
tony Feb 25th 2009 11:00AM
Honestly, the people who make out the best in this patch are blood tanks.
Now, you can take most of the talents people took in blood anyhow for tanking and pick up unholy blight. Your aoe problems are now over, combined with blood boil (which you can invest in points on the way to unholy blight to make it better). I always loved tanking in blood because of the stam boosts.
Also, a minor, but significant, nerf to low tier unholy was the loss of the 2% str and stam buff in shadow of death. I haven't seen many people mention that. 2% is significant... especially losing stamina. I think your going to find some variant of 44/21 (below) most viable now for blood tanking. I'm going to try it for sure.
http://talent.mmo-champion.com/?deathknight=00550215333033002010031013001050000000000000000000000000205030325000010000000000000000&glyph=000000000000&version=9614
Braille Feb 25th 2009 11:20AM
After reading the patch notes for Heart Strike and Blood Strike, I thought they were killing the weapon scaling, too. Then I read it again...
- Blood Strike now instantly strikes the enemy, causing 40% weapon damage plus 305.6, increased by 12.5% per disease on the target at rank 6. (Previously caused 50% weapon damage plus 191, and an additional 95.5 bonus damage per disease)
- Heart Strike now instantly strikes the target and his nearest ally, causing 50% weapon damage plus 368, increased by 10% per disease on the target at rank 6. (Previously caused 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease)"
Check out the change to the "per disease" damage bonuses. Those are now percents instead of flat damage. At the very minimum, that means
- Blood Strike increased from only 50% weapon damage to at least 50.6%% weapon damage with 2 diseases up (assuming the 12.5% per disease doesn't include the flat damage increase of 305.6).
- Heart Strike increased from only 60% weapon damage to at least 60.5% weapon damage (again assuming the 10% per disease doesn't include the flat damage increase of 368).
Of course, the way the tooltip is written, the "per disease" percent increase might be calculated after the flat damage modifier, which would result in a much higher overall damage.
Lirch Feb 25th 2009 2:01PM
So am I the only one that is maybe thinking that the new Glyph of Pestilence will not just accompany but replace my glyph of scourge strike?
GoSS is great -- free and instant are good! The new GoP costs a rune and a cooldown... but it's a blood rune and it's 100% reliable. I don't buy in to some of the GoSS hate I read sometimes -- if it gets streaky and you don't get it, it's a very simple adjustment to the rotation. The problem I do have with GoSS is when it procs when diseases still have 12 seconds on them, and under a certain duration on diseases, I'll spend the two runes and 2 GCDs to refresh anyway. Just thinking out loud here, but I am definitely leaning GoP over GoSS... I like reliability, especially if it's cheap and on a spell I use a lot anyway.
Also, while I am posting, poo to the epidemic change. This is the thing that made me the most angry. When I first read it, I thought we were getting a third rank for an additional 3 second extension. Between that (in my head) and the 3 second extension given to the diseases besides, that would have given us 24 second diseases, which doesn't seem all that unreasonable to me (it just keeps us from having to reapply, and at the cost of 3 talent points is not a gimme, especially since a lot of fights wont even last that long). Sure, it's powerful, I admit it... but it has nice synergy, as it extends diseases into the second full rotation comfortably. The flipside is that they have made epidemic virtually useless as far as I am concerned, especially considering the above. I just dont see myself spending three talent points to extend a disease that still won't last into a second full rotation, sorry.
ScytheNoire Feb 27th 2009 7:12PM
If you don't know what Death Strike is for or where it's place is, stop playing the DK, and go roll something else. It has it's place and is very powerful in the right hands.
Desmentia Feb 28th 2009 2:03PM
I can tell you why Death Coil got a price reduction of 8 and not 10. (Or, at least I have a good guess.) They want you to be able to use it pretty much exactly three times from a full bar? Although, for that goal, 7 would have worked even better.
Gilanis Mar 2nd 2009 10:14AM
(>.
Bloodstain Mar 23rd 2009 1:55PM
Specced bloodstrike with cds up heal for ~14K
Archisa Apr 8th 2009 11:13PM
Being a Blood DPS, it will seem strange removing Obliterate out of rotation all together and replacing it with DS. Although a huge addition to dps (aprox 380% with correct glyphs and talenting) i wonder if it will produce the 12k crits that obliterate could when MoM and Abom might had proc'd. Looking at the builds, it seems like the blood tree will become a little less attractive and Unholy will be more. But times will tell as to wether or not the changes will affect the dps output of the DKs.